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Magical Traditions

Magic is a known part of life throughout Thesalon. It is taught in colleges, practiced in temples, inherited through bloodlines, granted by patrons, learned from spirits, maintained aboard ships, used in agriculture and construction, regulated by governments, and carried into dangerous places by adventurers.

Pathfinder Second Edition divides spells into four magical traditions:

  • arcane;
  • divine;
  • occult;
  • primal.

These traditions describe how spells are organized within the rules and which aspects of magic they most commonly manipulate. They do not divide the world into four isolated magical cultures. Every continent contains practitioners of all four traditions, although local institutions, laws, resources, and dangers affect which applications are most common.

A spell is still a spell regardless of where it is cast. Regional terms such as storm magic, river magic, rune magic, spirit magic, or reef magic describe a subject, source, technique, or local specialty. They do not create additional magical traditions.

The Four Traditions at a Glance

TraditionAssociated EssencesAssociated SkillCommon Fields
ArcaneMatter and mindArcanamagical theory, transformation, wards, constructs, teleportation, energy, spatial magic
DivineLife and spiritReligionhealing, protection, sanctification, curses, spiritual judgment, death, restoration
OccultMind and spiritOccultismmemory, emotion, dreams, perception, psychic influence, symbolism, spirits
PrimalLife and matterNatureanimals, plants, weather, elements, healing, terrain, natural transformation

These associations describe broad tendencies rather than rigid boundaries. Many spells appear in more than one tradition because the same result can be reached through different magical principles.

The Four Essences

Magical scholars commonly describe spellcraft through four fundamental essences: matter, spirit, mind, and life.

Matter

Matter includes physical substance and material forces. Magic involving stone, metal, water, air, fire, cold, physical transformation, and the construction or destruction of objects commonly draws on this essence.

Matter is associated with the arcane and primal traditions.

Spirit

Spirit concerns the nonphysical identity that persists beyond ordinary bodily processes. It includes souls, spiritual beings, possession, spiritual harm, divine judgment, and effects involving the dead.

Spirit is associated with the divine and occult traditions.

Mind

Mind includes thought, memory, emotion, perception, dreams, language, reason, and conscious intention. Magic that influences or protects these faculties commonly draws on the essence of mind.

Mind is associated with the arcane and occult traditions.

Life

Life governs vitality, biological function, growth, disease, healing, bodily development, and the forces that distinguish living creatures from unliving matter.

Life is associated with the divine and primal traditions.

What a Tradition Determines

A spell’s tradition helps determine:

  • which spell lists normally contain it;
  • which classes or spellcasting features can prepare or learn it;
  • which skill is normally used to identify it;
  • which magical essences it most directly employs;
  • which rules, traits, and countermeasures apply to it.

Tradition does not automatically determine:

  • whether the caster is benevolent or dangerous;
  • whether the caster belongs to an institution;
  • whether the spell is legal;
  • whether the caster has authority to use it;
  • whether the caster understands the effect’s social consequences;
  • whether the magic comes from study, devotion, ancestry, a patron, a spirit, or another source;
  • whether the spell is subtle, dramatic, sacred, frightening, or commonplace.

Two practitioners of the same tradition can have completely different training, responsibilities, spell selections, and beliefs.

Arcane Magic

Arcane magic approaches spellcasting through learned principles governing matter and mind. It is commonly associated with formal study, repeatable methods, written formulae, experimentation, diagrams, measurements, and controlled magical procedures.

Arcane practitioners include wizards, arcane sorcerers, magi, summoners with arcane eidolons, specialist researchers, magical engineers, ward maintainers, and other characters whose abilities grant arcane spellcasting.

Common Arcane Applications

Arcane spellcasters are frequently employed for:

  • identifying and analyzing magical effects;
  • creating and maintaining wards;
  • manipulating energy and physical forces;
  • transforming creatures and objects;
  • constructing or controlling magical devices;
  • protecting buildings, roads, ships, and infrastructure;
  • teleportation and other spatial effects;
  • counteracting hostile magic;
  • creating illusions and influencing perception;
  • supporting military, industrial, navigational, or academic work.

Arcane magic is not inherently more advanced than the other traditions. Its reputation for technical precision comes from the methods used by many arcane institutions, not from universal superiority.

Arcane Institutions

Known arcane institutions include:

  • the Crownward College of Roads and Wards in Caerlon;
  • the Marcher Academy of Broken Wards in Caerlon;
  • the Verdant Schools of Lineage and Form in Caerlon;
  • the Ashen Engine Cabals of Vorrak;
  • the Bronzewell Observatory in Suthrane;
  • the Frostline Collegium in Veyrskold;
  • the Stormcall Colleges of Marithel;
  • the Saltglass Lenswright Collegia of Marithel;
  • the Mist Geometry Houses of Ilyr;
  • the Rootscript Collegia of Ilyr.

These institutions do not all teach the same curriculum. Their work reflects local needs.

The Crownward College concentrates on transportation infrastructure, protective wards, and the magical systems that support roads and public works. The Marcher Academy studies damaged wards and magical hazards left by war. Maritheli colleges commonly emphasize weather observation, signaling, navigation, shipboard protections, and maritime equipment. Ilyrian institutions frequently combine arcane measurement with the study of difficult terrain, mist, plant growth, and changing natural environments.

Arcane Magic and Myrrakai

Myrrakai is widely associated with magic, knowledge, stars, and arcane mystery. Many scholars, navigators, and spellcasters honor Myrrakai, and some institutions maintain shrines or observances connected to the god.

Myrrakai is not the exclusive source of arcane magic. Arcane spellcasting does not require worship of Myrrakai, and arcane practitioners may follow any faith or none.

Limits of Arcane Magic

Arcane knowledge does not grant legal authority, religious standing, medical competence, or automatic understanding of spirits and living ecosystems.

An arcane specialist can recognize a magical structure without knowing who is permitted to alter it. A ward engineer can repair a damaged seal without possessing authority to enter the protected site. A scholar can identify a curse without being qualified to resolve the religious, spiritual, or legal dispute surrounding it.

Divine Magic

Divine magic draws upon deities, sacred powers, spiritual authority, revelation, or other divine sources established by a character’s abilities.

Divine practitioners include clerics, divine sorcerers, oracles, witches with divine patrons, summoners with divine eidolons, champions with spellcasting abilities, and other characters whose rules grant divine spells.

Common Divine Applications

Divine spellcasters are commonly associated with:

  • healing and the preservation of life;
  • protection against spiritual and supernatural threats;
  • blessings and curses;
  • sanctified places and objects;
  • interaction with souls, undead, and spiritual beings;
  • funerary rites and protection of the dead;
  • counteracting disease, poison, possession, and corruption;
  • communication with divine powers;
  • enforcing or supporting religious obligations;
  • restoration after magical or supernatural harm.

Divine magic is not limited to temples. A divine caster may serve a military order, a household shrine, a traveling community, a healing institution, a remote sanctuary, a patron, or a personal calling.

Gods and Divine Traditions

Thesalon’s gods are real, but their worship varies across regions. Temples disagree over doctrine, authority, ritual practice, and the interpretation of divine events.

Divine spellcasting demonstrates access to divine magic. It does not automatically prove that:

  • the caster’s interpretation of a god’s will is correct;
  • the caster speaks for every temple of that faith;
  • a particular temple has legal jurisdiction;
  • a disputed miracle occurred exactly as witnesses claim;
  • every action taken by the caster has divine approval.

Religious institutions therefore judge divine claims through doctrine, testimony, law, records, recognized offices, and the observable consequences of the magic involved.

Edicts, Anathema, and Religious Duties

Many divine characters are bound by religious expectations. These can include:

  • a deity’s edicts and anathema;
  • temple law;
  • vows made during initiation;
  • duties attached to an office;
  • obligations to a community;
  • restrictions placed by a patron or divine source.

The exact consequences of violating such duties depend on the character’s rules, faith, institution, and circumstances.

Holy and Unholy Effects

The holy and unholy traits are not separate traditions. They concern sanctification and cosmic opposition rather than the general structure of divine spellcasting.

Not every divine spell is holy or unholy. Arcane, occult, and primal effects can also interact with holy or unholy creatures when a specific rule allows it.

Limits of Divine Magic

Divine power does not automatically grant civil authority, ownership, political immunity, or control over people who do not recognize the caster’s institution.

A healer may be able to save a life without being authorized to decide a patient’s legal status. A priest may recognize undead activity without having jurisdiction over the site. A temple may condemn a spell without possessing the power to prohibit it beyond its own property or membership.

These disputes are addressed more fully in Temples, Saints, Cults, and Religious Law.

Occult Magic

Occult magic works primarily through mind and spirit. It includes effects involving memory, dreams, emotion, perception, psychic influence, symbolism, identity, spiritual presence, and the connections between people, places, and experiences.

Occult practitioners include bards, psychics, occult sorcerers, witches with occult patrons, summoners with occult eidolons, and other characters whose abilities grant occult spellcasting.

Common Occult Applications

Occult spellcasters are frequently associated with:

  • influencing or protecting thoughts and emotions;
  • communication through unusual mental or spiritual means;
  • interpreting dreams and psychic impressions;
  • detecting or confronting haunts and spiritual disturbances;
  • preserving, recovering, altering, or suppressing memories;
  • disguising appearances or manipulating perception;
  • communicating through performance, symbolism, or encoded forms;
  • investigating curses connected to identity, trauma, or spiritual influence;
  • supporting negotiation, performance, intelligence work, and counseling;
  • protecting people from possession, coercion, and psychic attack.

Occult practice is not inherently secretive or unlawful. Public performers, counselors, historians, investigators, spirit specialists, diplomats, and religious practitioners can all use occult methods openly.

Occult Records and Training

Occult knowledge can be preserved through:

  • written texts;
  • oral instruction;
  • music and performance;
  • mnemonic systems;
  • encoded gestures;
  • symbolic diagrams;
  • guided dreams;
  • psychic exercises;
  • carefully maintained testimony.

These methods are used because occult magic frequently concerns memory, perception, language, and subjective experience. They are not automatically mysterious or unreliable. A well-maintained occult record can be as rigorous as an arcane diagram or temple archive.

Magic affecting memory, emotion, dreams, identity, or perception is subject to serious legal and social concern.

Common disputes include:

  • whether the subject consented;
  • whether consent was informed;
  • whether the spell impaired later testimony;
  • whether a memory was recovered, altered, suppressed, or fabricated;
  • whether emotional influence affected a contract, confession, vote, oath, or marriage;
  • whether a psychic examination exceeded its authorized purpose.

The existence of a beneficial use does not eliminate these concerns. A healer who removes traumatic memories, an investigator who examines a witness’s thoughts, and an entertainer who influences an audience can all face restrictions based on local law and professional rules.

Occult Institutions

Known occult institutions include:

  • the Neth-Kharn Mortuary Calculants of Vorrak;
  • the Sky-Bone Omen Houses of Vorrak;
  • the Dreadshore Code-Singers of Vorrak;
  • the Riverglass Diviners of Suthrane;
  • the Moonwell Memory Houses of Veyrskold;
  • the Salvage Witness Mages of Marithel.

Their work varies considerably. Some preserve testimony. Some examine omens or spiritual disturbances. Some advise governments, communities, courts, ships, or families. Their authority depends on local recognition rather than on the occult tradition itself.

Limits of Occult Magic

Occult ability does not provide unrestricted access to another person’s thoughts, memories, dreams, or identity.

A practitioner must still possess the relevant spell, ritual, skill, or class feature. Even successful magic may reveal only the information described by that effect. It does not automatically provide complete historical truth or a reliable explanation of every spiritual event.

Primal Magic

Primal magic draws on life and matter. It governs living creatures, biological growth, weather, terrain, plants, animals, elemental forces, and the physical conditions that sustain natural environments.

Primal practitioners include druids, primal sorcerers, witches with primal patrons, summoners with primal eidolons, and other characters whose abilities grant primal spellcasting.

Common Primal Applications

Primal spellcasters are commonly employed for:

  • healing injuries and supporting biological recovery;
  • managing crops, forests, reefs, and grazing land;
  • communicating with or influencing animals;
  • controlling plants and natural growth;
  • predicting or responding to weather;
  • manipulating earth, air, fire, water, and cold;
  • surviving dangerous environments;
  • restoring damaged ecosystems;
  • tracking creatures and environmental disturbances;
  • transforming living creatures;
  • protecting communities from natural and elemental threats.

Primal magic can be practiced in wilderness, farmland, cities, ships, mines, gardens, laboratories, and military camps. It is not limited to isolated druids.

Primal Institutions

Known primal institutions include:

  • the Ashleaf Restoration Circle in Caerlon;
  • the Brood-Flesh Shapers of Vorrak;
  • the Grave-Gardeners of Vorrak;
  • the Rune-Thaw Circle of Veyrskold;
  • the Reef-Speakers of Marithel;
  • the Land-Healing Circles of Ilyr;
  • the Seedglass Conservatories of Ilyr.

The names of some institutions reflect specialized local practices. Those practices should not be assumed from the name alone.

The Ashleaf Restoration Circle works on land damaged by the Caerlon invasion and its magical aftermath. Maritheli Reef-Speakers maintain knowledge of reef environments, marine hazards, and the effects of settlement and travel on protected waters. Ilyrian Land-Healing Circles restore damaged environments and advise communities whose survival depends on maintaining local ecosystems. Seedglass Conservatories preserve and study plants, seeds, and biological resources.

The Brood-Flesh Shapers, Grave-Gardeners, and Rune-Thaw Circle are recognized institutions, but their exact methods, authority, and internal practices require their own institutional profiles.

Stewardship and Authority

Primal spellcasting does not automatically grant ownership or jurisdiction over land, waterways, animals, crops, forests, reefs, or protected environments.

A primal practitioner may understand an ecosystem without having authority to enter it. A druid may be able to alter weather without being permitted to endanger neighboring settlements. A healer may restore poisoned soil without being authorized to destroy evidence or disturb a protected site.

Local governments, landholders, communities, temples, and stewardship institutions determine who can approve such work.

Limits of Primal Magic

Primal magic does not provide universal control over nature. A caster must still possess the relevant spells and abilities, and powerful environments or creatures may resist interference.

Natural expertise also remains important. A spellcaster who can command plants is not automatically trained in agriculture. A character who can breathe underwater does not automatically understand currents, reefs, navigation, or marine law. A weather spell does not eliminate the need for forecasting, preparation, or emergency planning.

Different Traditions Can Produce Similar Effects

A visible magical effect does not always reveal its tradition.

Healing can be divine or primal. Illusions can be arcane or occult. Protective magic appears across several traditions. Different spellcasters may detect, counteract, or respond to the same hazard using different spells and skills.

Tradition alone does not determine whether a character can solve a particular problem. The character must possess the relevant:

  • spell;
  • ritual;
  • skill proficiency;
  • class feature;
  • item;
  • language;
  • training;
  • institutional knowledge.

A divine caster is not automatically qualified to treat every curse. An occult caster is not automatically able to read memories. A primal caster is not automatically able to calm every animal. An arcane caster is not automatically able to repair every ward.

The traditions describe magical structure. Individual capability depends on the character.

Cooperation Between Traditions

Large institutions sometimes employ practitioners from several traditions. This occurs because different specialists possess useful abilities, not because every tradition must be represented.

A harbor may employ an arcane ward specialist, a divine healer, an occult investigator, or a primal weather expert according to local needs. Another harbor may employ only one of these. A temple hospital may rely primarily on divine magic but contract an arcane specialist to inspect a damaged magical device. An agricultural community may depend on primal spellcasters while maintaining access to divine treatment for spiritual threats.

Cross-tradition cooperation is practical rather than ceremonial. Responsibilities are assigned according to training, authority, availability, and the requirements of the task.

Sources and Methods That Are Not Separate Traditions

Thesalon contains many forms of supernatural power. Not all of them constitute additional spellcasting traditions.

Ancestral Magic

Magic inherited through ancestry, bloodline, or family history follows the tradition granted by the character’s rules.

An ancestral ability may be arcane, divine, occult, primal, or a magical effect that is not a spell. “Ancestral magic” describes its origin, not a fifth tradition.

Spirit Magic

Magic involving spirits can belong to several traditions.

A divine caster may petition or command sacred spirits. An occult caster may interact with memories, souls, or spiritual presences. A primal caster may work with nature spirits. An arcane caster may summon, bind, identify, or defend against certain spiritual creatures through arcane spells.

The term describes the subject of the magic rather than its tradition.

Pact and Patron Magic

A pact, patron, eidolon, deity, or supernatural teacher can grant access to magic. The resulting tradition is determined by the class feature or ability involved.

A patron does not create a new tradition merely by granting the power.

Bloodline Magic

A sorcerer’s bloodline determines the tradition of their spellcasting. Two sorcerers may both describe their magic as inherited while casting from different traditions.

Elemental Magic

Fire, water, air, earth, cold, lightning, and related effects appear in more than one tradition.

“Elemental magic” identifies the forces being used. It is not a separate spell list.

Rune Magic

Runes can serve as writing, magical notation, item markings, ward components, ritual elements, or cultural symbols.

A rune does not possess a tradition merely because it is a rune. Its magical tradition depends on the spell, item, ritual, or ability involved.

Focus Spells

Focus spells are not a fifth tradition. Each follows the tradition and rules specified by the ability that grants it.

Rituals

Rituals use their own procedures and do not normally consume spell slots. A ritual can be associated with one or more traditions as listed in its rules.

Performing a ritual does not necessarily require a character to be a spellcaster, although it usually requires trained participants, appropriate skills, time, materials, and specific checks.

Magic Items

A magic item may have the general magical trait or a specific tradition trait. The item’s listed traits and activation rules determine how it functions.

Owning or activating a magic item does not automatically make a character a spellcaster.

Kineticist Impulses

Kineticist impulses are magical abilities, but they are not spells unless a specific rule states otherwise. They follow the kineticist class rules rather than the spellcasting rules for arcane, divine, occult, or primal traditions.

Thaumaturge Abilities

Thaumaturge implements, esoterica, and class abilities follow the thaumaturge rules. They are not automatically occult spells, even when they involve supernatural knowledge, symbolic objects, or weaknesses.

Alchemy

Alchemy is not a magical tradition. Alchemical items and formulas follow the alchemy rules rather than spellcasting rules.

A society may regulate alchemy alongside magic, but that legal classification does not make alchemical effects magical.

Learning Magic

The way a character gains magic depends on their class, tradition, source, and community.

Formal Study

Formal magical education occurs through colleges, temples, conservatories, military schools, professional associations, and other institutions.

Formal training may include:

  • spell preparation;
  • magical theory;
  • practical exercises;
  • safety procedures;
  • professional ethics;
  • recordkeeping;
  • supervised fieldwork;
  • local laws;
  • institutional responsibilities.

Not every institution teaches adventuring magic. Many train specialists for healing, infrastructure, agriculture, navigation, funerary work, construction, public safety, or research.

Apprenticeship

An apprentice studies under an established practitioner. This is common where institutions are small, expensive, remote, politically restricted, or absent.

An apprenticeship may provide close practical training but can also leave the student dependent on one teacher’s knowledge, reputation, and limitations.

Independent Study

Some practitioners learn from spellbooks, recovered records, personal experimentation, correspondence, or self-directed research.

Independent study can produce capable spellcasters, but it does not automatically provide professional recognition or access to restricted facilities.

Innate Awakening

Some characters develop magic through a bloodline, ancestry, psychic awakening, curse, divine event, elemental influence, or other innate source.

An innate caster may possess substantial power without formal education. Training is still valuable for control, identification, safety, and understanding the consequences of spell use.

Granted Magic

A deity, patron, spirit, eidolon, or other supernatural relationship may grant or shape a character’s spellcasting.

The relationship can impose duties or restrictions, but its exact nature is determined by the character’s abilities and the relevant setting material.

Community Training

Communities often teach practical magical knowledge without maintaining a formal school. This may include instruction in local hazards, emergency rituals, magical warning signs, protected sites, or the safe use of inherited abilities.

Such knowledge does not automatically grant spellcasting. A sailor can recognize a dangerous magical storm without being a primal caster. A temple attendant can assist with a ritual without possessing divine spell slots. A farmer can follow magically informed agricultural procedures without being a druid.

Military and Emergency Training

Armies, ships, city watches, temples, and public institutions may train spellcasters for specific emergencies, including:

  • magical fire containment;
  • counteracting curses and hostile spells;
  • treating magical injuries;
  • maintaining wards;
  • responding to undead or spiritual threats;
  • protecting communications;
  • evacuating people from magically dangerous areas;
  • preserving hazardous magical objects.

This training is usually narrow. An emergency specialist should not be assumed to possess every spell associated with their tradition.

Regional Practice

All four traditions are present on every continent, but geography, history, institutions, and public need shape their most visible uses.

ContinentProminent Magical Concerns
Caerlondamaged wards, battlefield magic, restoration, military sites, transportation infrastructure, hauntings, resurrection disputes
Vorrakengineered magical systems, mortuary study, omens, code and performance, bodily transformation, hazardous environments
Suthranecanals, cisterns, water management, heat, glass, astronomy, divination, sacred water, flood response
Veyrskoldcold, preservation, stone, runes, memory, oaths, buried hazards, seals, giant and draconic legacies
Marithelstorms, reefs, ships, harbors, signaling, navigation, lighthouse systems, salvage, underwater hazards
Ilyrforests, mist, living ecosystems, plant cultivation, land restoration, natural spirits, ecological stewardship

These concerns influence local training and employment. They do not restrict which spells characters can learn when their class and abilities permit them to do so.

Magical Language and Notation

Thesalon has no single universal magical language.

Spellcasters use a combination of:

  • local spoken languages;
  • scholarly notation;
  • diagrams;
  • runes;
  • liturgical registers;
  • performance notation;
  • technical terminology;
  • inherited or institutional codes.

Arcane Notation

Arcane notation is used across Thesalon, but there is no universally accepted system.

Different institutions may use different symbols, measurements, abbreviations, and diagram structures. A trained scholar can often understand the principles of an unfamiliar system while still needing time to interpret its exact conventions.

Draconic is commonly used in old arcane texts and some traditions of magical scholarship, but it is not required for arcane spellcasting.

Liturgical Language

Temples use local languages, formal religious registers, inherited prayers, and sacred terminology.

Celestial appears in some divine rites and sacred legal traditions, but there is no universal language shared by every temple or deity.

Occult Records

Occult knowledge can be recorded through ordinary writing as well as performance, oral instruction, symbolism, and mnemonic systems.

The method used depends on the institution and subject. A song can preserve exact information when its structure is standardized. A written account can be unreliable when its author was deceived. The form of a record does not determine its accuracy.

Primal Knowledge

Primal instruction may use field observation, environmental signs, oral teaching, maps, specimen records, seasonal calendars, animal behavior, plant characteristics, and magical communication.

Some practitioners communicate directly with animals, plants, spirits, or other natural beings through specific spells or abilities. Such communication follows the limits of the effect being used. It is not a universal language automatically understood by every primal caster.

Binding and Warning Languages

Infernal is commonly associated with contracts, binding law, and some forms of fiendish magic.

Gate seals and magical warnings may use Celestial, Draconic, Primordial, Infernal, Deep Speech, or local systems depending on who created them and what they were intended to contain or repel.

Recognizing a language does not automatically provide the magical knowledge needed to understand or disable the effect.

Identifying Magic

A character normally uses the skill associated with a tradition when identifying magic:

  • Arcana for arcane magic;
  • Religion for divine magic;
  • Occultism for occult magic;
  • Nature for primal magic.

The Pathfinder Second Edition rules for Identify Magic determine the required proficiency, time, and check.

Successful identification can reveal the nature of a magical effect as described by the rules. It does not automatically reveal:

  • who cast it;
  • why it was cast;
  • whether its use was legal;
  • whether the caster had permission;
  • whether an institution approved it;
  • whether a witness interpreted it correctly;
  • every consequence that the effect has already caused.

Those questions may require investigation, records, testimony, legal authority, or specialized knowledge.

Being able to cast a spell does not grant authority to use it without restriction.

Governments, temples, professional institutions, military organizations, landholders, and local communities may regulate magic based on:

  • location;
  • target;
  • risk;
  • consent;
  • public safety;
  • protected resources;
  • professional licensing;
  • religious jurisdiction;
  • military secrecy;
  • interference with testimony or records;
  • interaction with the dead;
  • planar danger.

Regulations differ significantly between regions.

A spell may be permitted in one harbor and restricted in another. A temple healer may be authorized to use divine magic within a hospital but not to conduct an investigation. A primal specialist may be permitted to restore damaged farmland but prohibited from altering a protected reef. An occult examiner may need consent or a court order before using mental magic. An arcane engineer may be authorized to inspect a ward but not to deactivate it.

These matters are developed further in Magical Legitimacy and Local Law.

Magical Services

Magical services are available throughout Thesalon, but access varies according to settlement size, local institutions, wealth, law, and the rank of magic required.

Commonly available services can include:

  • magical identification;
  • minor healing;
  • removal of common magical conditions;
  • ward inspection;
  • magical translation;
  • communication;
  • weather advice;
  • funerary protection;
  • animal or crop treatment;
  • repair of magical equipment;
  • investigation of minor supernatural disturbances.

More powerful magic is less widely available. No settlement should be assumed to provide every spell or ritual simply because spellcasters live there.

Access may depend on:

  • payment;
  • institutional membership;
  • religious standing;
  • local residency;
  • government authorization;
  • professional referral;
  • availability of rare materials;
  • the caster’s willingness;
  • the urgency of the request.

Magical Traditions and Player Characters

A character’s tradition should affect more than the appearance of their spells.

Useful questions include:

  • Where did the character learn magic?
  • Was the character trained formally or informally?
  • Which institution, teacher, deity, patron, bloodline, or community shaped that training?
  • What practical magical problems were they trained to handle?
  • Which uses of magic were forbidden or discouraged?
  • Does the character hold a recognized qualification?
  • Which records or tools do they rely on?
  • Who seeks their magical assistance?
  • Which local authorities respect their training?
  • Which authorities distrust or restrict it?
  • How does the character respond when magical ability and legal authority conflict?

Two spellcasters with the same tradition can have very different answers.

Pathfinder Second Edition Rules Summary

For play in Thesalon:

  1. The four spellcasting traditions are arcane, divine, occult, and primal.
  2. Each tradition is associated with two of the four essences.
  3. Arcana, Religion, Occultism, and Nature are the associated identification skills.
  4. A spell can appear in more than one tradition.
  5. A spell’s visible effect does not necessarily reveal its tradition.
  6. A character can cast only the spells permitted by their class features, spellcasting entry, feats, items, and other rules.
  7. Ancestry, bloodline, patronage, spirits, pacts, runes, elements, and local specialties do not create additional traditions.
  8. Focus spells follow the rules and tradition of the ability that grants them.
  9. Rituals follow their own casting procedures.
  10. Kineticist impulses are not spells unless a rule specifically says otherwise.
  11. Thaumaturge abilities are not automatically occult spells.
  12. Alchemy is not a magical tradition.
  13. Holy and unholy are not separate traditions.
  14. World lore does not override a spell, class, item, or action’s published PF2e rules unless an adopted campaign rule explicitly says otherwise.